WEEK 7 [18-24.01.2016] The Future of the University: Speculative Design for Innovation in Higher Education
I would like to present an article
about new trends in higher education. In my opinion education in traditional
university is a waste of time. During five years of studies young people learn
a lot of useless knowledge. This essay proposes five models of innovation in
higher education envisioning educational start-ups in the spirit of
entrepreneurial experimentation. The author seeks to realize each of these
feasible utopias as a way to disrupt higher education.
Having read
this article could you reply to
these questions?
- Is traditional university a good
or bad learning place?
- Which of presented new university models do you prefer
and why?
Polymath University is built on the educational philosophy that
creativity and innovative thinking emerge from the mashing-up of disparate
ideas, from the ability to make connections between what appears to be
different concepts. Students
choose from a "menu" of three
majors: the professions, the sciences and social sciences, and the arts and
humanities. Students could not take major in English, History, and Philosophy,
or Finance, Marketing, and Accounting. Instead, they would choose triple majors
in History, Accounting, and Biology, for example, or Finance, English, and
Chemistry. Polymath
University induces such creative potential in students by inviting them to
explore three different idea-spaces in depth. Because they will be asked to
transfer concepts and ideas from three disparate areas of knowledge, students
at Polymath University learn to become flexible and creative interdisciplinary
thinkers.
Nomad University. To educate nomadic knowledge workers, Nomad
University has no fixed physical location. The spot where learning occurs
shifts around the globe, with professors and students seeking out problems and
experiences anywhere in the world. Perhaps they seek to solve an engineering
problem in sub-Saharan Africa, mediate clashes between the police and the
community in an American urban core, or design a software solution for a global
multinational. Each
"course" at Nomad University is organized around a specific problem.
The faculty mentor identifies the problem, likely grounded in a specific
research question. Then via a virtual network, the students and the professor
decide on the nature of the problem and the outcomes for completion (success).
They assemble at a location determined by the professor, where they will work
together on the problem for a specified period of time. When the participants
and their clients are satisfied and some equilibrium solution has been
achieved, the student-faculty ensemble disassembles until they meet again in
another location to work on a new and different problem.
Interface University focuses on the idea that machines will not — indeed
cannot — supplant human cognition. The curriculum presumes that humans and
computers thinking together are better than humans or computers thinking alone,
and that thinking with machines allows students to engage in a level of
cognition not possible with the human brain alone. Thus, at Interface University
students will learn how to "think with computers." At Interface University, faculty and
students treat the computer not as a tool but as a "third hemisphere"
of the brain, and higher learning means developing a metaphorical "corpus
callosum" with this digital hemisphere.
The Neo-Liberal Arts College teaches broad, practical intellective skills that are
ready-made for action in the world, and students develop fluency in these
skills. The college has no majors or electives: a degree from the Neo-Liberal
Arts College signals competence in each of these 10 skills:
- Sense-making:
the ability to determine the deeper meaning or significance of what is being
expressed
- Social
intelligence: the ability to connect to others in a deep and direct way, to
sense and stimulate reactions and desired interactions
- Novel
and adaptive thinking: proficiency at thinking and coming up with solutions and
responses beyond that which is rote or rule-based
- Cross-cultural
competency: the ability to operate in different cultural settings
- Computational
thinking: the ability to translate vast amounts of data into abstract concepts
and to understand data-based reasoning
- New-media
literacy: the ability to critically assess and develop content that uses new
media forms, and to leverage these media for persuasive communication
- Transdisciplinarity:
literacy in and ability to understand concepts across multiple disciplines Design
mindset: the ability to represent and develop tasks and work processes for
desired outcomes
- Cognitive
load management: the ability to discriminate and filter information for
importance, and to understand how to maximize cognitive functioning using a
variety of tools and techniques
- Virtual
collaboration: the ability to work productively, drive engagement, and
demonstrate presence as a member of a virtual team.
Ludic University (or the University of Play) makes play the highest form of learning, well above
the acquisition and production of knowledge. Engaging in play turns out to be
related to the processes used by artists,31 so the activities within Ludic
University look much like the kinds of activities artists engage in. If the
seminar room and the laboratory define the modern research university, then the
studio defines Ludic University. The university has no set curriculum, no
prescribed set of courses to follow. Students follow their curiosity, exploring
those subjects necessary to satisfy that curiosity on an as-needed basis. Ludic University students explore novelty and engage
in generative creation: imagining that which does not exist, bringing the new
into being. Capturing imaginative activity in public symbolic form
defines the central activity of Ludic University. Students
of the University-as-Playground engage in world-making, with players building
pretend worlds, inhabiting them, playing in them, and role playing within these
imaginary environments. Students and faculty also transgress the rules, invent
new rules, and play games based on these new rules.
Link do artykuły raz jeszcze:
http://er.educause.edu/articles/2015/11/the-future-of-the-university-speculative-design-for-innovation-in-higher-education